Super Smash Bros. Brawl is the third installment in Nintendo's cross-series 3D fighting game. It is the first series where Pikmin elements have exceeded a couple of trophies, most notably for the inclusion of Olimar as a playable character.

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Olimar & Pikmin

Olimar and the 5 kinds of Pikmin in Brawl.

Olimar is featured as one of the playable characters in the third game of the series, and is on the starting roster (as opposed to being a secret character that needs to be unlocked). Nearly all of his moves involve the Pikmin, making him dependent on them. Even the simple "grab", in which the player holds an opponent, requires Pikmin. Up to six of these can be plucked from the ground, the color is randomly determined. The range of Pikmin covers all of those that are found in Pikmin 2 except Bulbmin. The Pikmin are immune to attacks when they are with Olimar but if they are away from him they can be killed rather easily. Olimar does not take damage when this happens, and each dead one allows one more to be pulled from the ground.

Olimar's Pikmin are immune to the same elemental hazardss as in the Pikmin games. For example, Blue Pikmin will not drown like other Pikmin when Olimar falls in water (they can also swim if thrown in), Yellow Pikmin can survive going through electrical currents created by Pikachu and various enemies in story mode (even though the electrocution noise is still made), and Red Pikmin are immune to the flames of Bowser or Charizard. White pikmin, however, are not immune to Wario's Fart attack, or any other move which might be considered poison-based. Purple Pikmin have more stamina when attacked (sometimes taking several hits before being killed).

Olimar's possible color schemes.

An odd thing to note about Olimar's Pikmin is that they move awfully on ice. Turning around, gaining speed, and slowing down is difficult for them. Olimar is also playable in the latest Super Smash Bros. series, SSB Wii U/3DS.

Olimar, statistically, holds the spot as the 3rd best character (behind Meta Knight at Ice Climbers) in the game and the best character in the A+ tier. He is placed there because of his fast and powerful attacks, great match-ups, damage racking abilities, and a good camping game. Many of his moves are unpunishable, and with his variety of Pikmin, unpredictable.

Olimar's moves

Olimar's Battle Icon.

Captain Olimar is among the most specialized characters within the cast of Super Smash Bros. Brawl.

In order to really unleash Olimar’s full potential, you’ve got to have a good knowledge of his helpful cohorts, the Pikmin!

Standard Special Move: Pikmin Pluck

First uproot a few Pikmin from the ground. You can have up to six Pikmin at one time. As long as there is ground beneath your feet, you can reach down and pull up a Pikmin, but be aware that certain Pikmin are more likely to appear in specific types of flooring.

You can figure out which Pikmin you will attack with next by looking at the order they are lined up in.

In order to perform a Smash Attack, certain midair attacks, and even throws, you’re going to need Pikmin!

Anyhow, just do your best to not kill off your platoon. Olimar does not stand much of a chance by himself.

Side Special Move: Pikmin Throw

Throwing Pikmin at enemies can deal massive damage.

Throw Pikmin that latch on to your opponent and repeatedly inflict damage until they fall off, Olimar calls them back, or the victim uses an attack that'll either knock them off or kill them! Purple Pikmin are unique in that they don't latch on (like Rock Pikmin in Pikmin 3), and instead just deal impact damage, and then causes knockback to the hit opponent. The original three Pikmin do 2% damage each hit while Whites and Purples do 6%. However, Whites latch on while Purples only inflict damage once.

Pikmin act as projectiles and if delflected, can latch back at Olimar. Simply using Pikmin Order will end that problem if you're caught in it

When Pikmin will naturally fall off of who they latched onto is determined by how much damage the chararacter had when the Pikmin latched on. The less damage the character had, the longer Pikmin will stay on. The chart below shows how many hits a Pikmin will make before naturally falling:

Damage (%)

Number of times the Pikmin Attacks

1%-2%

9

3%-24%

8

25%-62%

7

63%-92%

6

93%-122%

5

123%-152%

4

153%-182%

3

183%+

2

Olimar's recovery move: Pikmin Chain.

Up Special Move: Pikmin Chain

If you think you’re about to plunge to your doom, this right here is your best chance for survival. Olimar uses his current Pikmin to recover by making somewhat of a rope out of them. The top Pikmin, if it reaches a ledge, will latch on, enabling Olimar to live. If it misses, the rope breaks about and Olimar falls head first to the abyss or platform below. The recovery distance for this technique is dependent upon the number of Pikmin currently in your troop! If an opponent is hit by the Pikmin on top, they will recieve damage and be knocked back slightly. The type and amount of damage, like practically every attack involving Pikmin, varies on which Pikmin type hits the opponent (Red Pikmin: 7%, Yellow, Blue and White: 6%, Purple: 8%).

Note that this recovery does not grapple onto every type of platform. Thin ones that you can go through while on top will not support Olimar's recovery, nor will ice, making it impossible for Olimar to use this attack successfully on the stage Summit.

And another thing to note is that, with no available Pikmin, Olimar will perform a tiny leap when using this move, much like Yoshi's and a singular Ice Climber's recovery. This small leap is actually a more effective way to recover than if you only had one or two Pikmin.

By whistling, all stray Pikmin warp back to Olimar.

Down Special Move: Pikmin Order

Call back Pikmin who have managed to separate from you. While it appears to be an attack of little value, it has many additional uses and is very important to competent Olimar users. In addition, you can also use this technique to shift a new Pikmin to the front of the line. It's also used to call back any Pikmin that have been deflected back onto the user.

It also has Super Armor, meaning that during the first few frames of this attack, he's resistant to all launching a foe could potentially deal. These super armor frames are useful, apart from just evading being flung off the stage, in that if an opponent uses a strong attack on Olimar during these frames, the opponent will experience some ending lag on the attack, allowing Olimar to counter the move with one of his own.

Final Smash: End of Day

The Hocotate Ship lifts off, leaving the other players to the mercy of the creatures.

If Olimar gets ahold of the Smash Ball or gets it by "pity," he will be able to use his Final Smash, End of Day. In this Final Smash, Olimar hops into the Hocotate Ship and lifts off into space, leaving his opponents and Pikmin behind. Now that it's night, the nocturnal creatures, Red Bulborbs in this case, come out and wreak havoc, giving a lot of damage to the left behind opponents.

Olimar, after a little while, will come back down and crash back onto land. Any fighters near the blast will be launched with high knockback, commonly causing a K.O.

If you use the Final Smash while an opponent is really close, you will inflict a hefty amount of damage to them, as well as implant them in the ground when the ship lifts off.

Olimar's Pikmin will be okay if no other fighters hurt them, so you don't have to worry about the Bulborbs getting to them like in the Pikmin series.

Trophy Description

"Olimar's Final Smash. Dusk falls, and his spaceship makes a landing. Olimar takes the Onion, with all his Pikmin aboard, and blasts off for the stars. In Pikmin, native life-forms grew active and violent at night, making it lethal to remain on the surface--this is why Olimar would take his Onions and leave at night. This technique breaks the framework of the game."

Distant Planet

The "Distant Planet", a stage in Super Smash Bros. Brawl.

There is a stage based on the Awakening Wood, named the Distant Planet. Like Olimar, you start the game with the option to play on this stage.

The stage is made up of 5 platforms, with the addition of being able to walk on top of a Red Bulborb when it's visible. There's an inclined ledge to the left, a platform made up of tangled vines, and three leaves that will lower themselves when a player is standing on them.

Some parts of the stage are very out of proportion compared to their appearance in the Pikmin series. For example, The Bulborb is way more massive than it is the games. The Onions are also really small and their legs are at a steeper angle than they are in the games.

A large Red Bulborb will appear at the right of the screen every now and then, which can eat players (K.O.ing them) if they fall into it's mouth or if they stand on top of it for too long. However, unlike the Pikmin series, they won't eat Olimar's Pikmin if they're thrown in.

The hazards in the Distant Planet.

Some human-made objects are visible, such as an Utter Scrap before its crushed state. It also sports the Super Smash Bros. symbol on the side.

Pellet Posies can also grow in the stage, and can produce Pellets that, when thrown into Onions, produce items. Pellets of the same color as the onion they're thrown into produce more items. The onions will land will fly down and land on one of the three leaves. Only one onion will be on the stage at a time.

It may also rain, causing a water slide on the inclined platform. This becomes a hazard since it will drag players off the ledge, causing them to fall out of bounds if they don't recover. Sonic is the only character that can run against the water.

The Subspace Emissary

In the Subspace Emissary, Olimar is first found fighting a giant R.O.B. without success, from which he is saved by Captain Falcon. The game pairs them together in the next few playable sections. Upon reaching the edge of the Island of the Ancients, they witness Diddy Kong attacking Primids and rescuing Donkey Kong; Falcon and Olimar then join forces with the Kongs.

Following, Olimar and his crew are taken inside the Subspace Bomb Factory. They eventually find the Ancient Minister, along with Pikachu and Samus Aran. A holograph of Ganondorf suddenly appears and commands the R.O.B.s in the room to detonate the Subspace Bombs so he can create a large enough hole in space to fit a Subspace Gunship through. The Ancient Minister reveals himself to be the leader of the R.O.B.s and, along with Olimar and the rest, escapes from the island before it is sucked into Subspace. All characters then enter Subspace, with Olimar flying the Ship alongside other characters' aircraft.

Spoilers end here.

List of Pikmin elements

A Red Pikmin in SSBB about to point to something.

Olimar looks at a Red Pikmin in SSBB.

Music

A number of music tracks from both Pikmin games are included and are played in various levels, stages and cutscenes.

Veteran spacefarers in the employ of Hocotate Freight. After crash- landing on an enigmatic planet, Olimar met the mysterious beings known as Pikmin. He enlisted their aid to find his spaceship parts and help him escape. Once home, he found his employer on the verge of bankruptcy. He was sent back to the Pikmin world with his partner, Louie, to repay the company debt.

Pikmin (GC) Pikmin 2 (GC)

End of Day

Olimar's Final Smash. Dusk falls, and his spaceship makes a landing. Olimar takes the Onion, with all his Pikmin aboard, and blasts off for the stars. In Pikmin, native life-forms grew active and violent at night, making it lethal to remain on the surface—this is why Olimar would take his Onions and leave at night. This technique breaks the framework of the game.

A type of Pikmin—which are odd beings who grow like plants yet are as mobile as animals. Red ones are heat and fire resistant and are strong attackers, which makes them valuable when facing dangerous foes. Purple Pikmin are also tough fighters, but since it's difficult to increase their numbers, red Pikmin are easier to manage. Red Pikmin have distinct pointed noses.

A type of Pikmin, which are curious creatures that follow and obey the person who picks them. If you take advantage of this trait, you can get them to help Capt. Olimar and Louie. The blue Pikmin are at home in water and cannot drown. Need to retrieve an object underwater or cross a water hazard to disarm a trap? Blue Pikmin are just the allies you need.

A type of Pikmin. Take a nutrient- rich pellet to a flying saucer known as an Onion, and it will produce the mysterious beings known as Pikmin. Yellow ones fly higher than other Pikmin when tossed by Olimar or Louie. Unlike other Pikmin, they're also highly resistant to electricity, which makes them invaluable when battling enemies like anode dweevils.

A type of Pikmin. White Pikmin are resistant to poisons and are themselves toxic to creatures that eat them. Their low weight makes them very speedy, and they can also dig up buried items. White and purple Pikmin do not live inside Onions, so you must change other Pikmin into them by tossing them into ivory candypop buds and violet candypop buds.

A type of Pikmin, much heavier and slower than other Pikmin. When thrown, they impact with such force that they may kill or stun enemies. They're also incredibly strong—one of them can carry an item that normally would require ten Pikmin. While they're more powerful fighters than their red cousins, their slow speed hampers their effectiveness.

A new Hocotate Freight employee. Louie is responsible for Captain Olimar having to venture back to the Pikmin planet. On his first delivery, Louie was supposedly attacked by a space bunny that devoured his whole lot of pikpik carrots. Pushed to the verge of bankruptcy, Hocotate Freight takes out an enormous loan that Louie and Olimar set out to pay back.

The president of Hocotate Freight. After venturing into space in his youth, he made a shipping company. When it almost collapses after Louie's incident, and Olimar comes back from the Pikmin planet, the president discovers the outstanding value of Olimar's souvenir. He then sends his employees back to collect valuable treasures. His treatment of employees is questionable.

A battered old spaceship used when Hocotate Freight first opened. Its appraisal gauge analyzed garbage Olimar brought home and found it to be valuable. With his new ship sold off to pay company debts, Louie and Olimar flew this one back to the Pikmin world to find more treasure. The ship's removable research pod accompanied the adventurers when they ventured underground.

Items considered to be the places where Pikmin are born. As to the actual biology of the process, much is still unclear. Onions absorb the prey that Pikmin capture and use it to produce new Pikmin. In addition, Onions can take in Pikmin and later release them. These organisms are crowned with distinctive propeller- like sets of leaves that spin around, enabling them to fly.

An enemy flower and a member of the chrysanthemum family that closely resembles the Margaret flower. This flower feeds on prey and, despite being a plant, performs no photosynthesis and exposes no leaves—just flowers on top. It usually stays underground with only its flowers exposed, waiting to jump out and attack. It also uses rootlike legs to walk around.

A creature whose Japanese name translates as "spotted crimson bug-eye." These bulky nocturnal animals have white-and-red-flecked rumps that resemble strawberries. Red bulborbs sleep in the day and wake in the evening to feed on small animals. Several colors of bulborb subspecies have been discovered—their classification is a hot subject for scholers

A member of the grub-dog family, transformed by environmental factors. Due to her ridiculous size, the empress bulblax can no longer walk on her tiny legs. She just wiggles around, rolling from left to right. Although the female continues spawning bulborb larvae, she unfortunately rolls over them with her massive body.

A dangerous, offensive-minded creature. It uses balloons to keep it afloat as it flies through the air and drops bomb-rocks on ground-bound prey. These Bomb-rocks sometimes turn out to be duds, but since the slightest stimulus can set these things off, the ultimate care should be taken with them.

A member of the blowhog family characterized by its bottle-shaped body and slow lumbering movement. Skillful in the use of its red snout and able to violently shake off Pikmin, the fiery blowhog is also capable of spitting a volatile phosphorous compound that combusts on contact with air, threatening nearby enemies

A member of the snavian family with a birdlike head and a snakelike neck and body. An underground dweller, the snagret makes sudden strikes aboveground to capture surface-dwelling prey. It uses its beak to sccop up daily nutrition and can snatch up three Pikmin at once—a relatively small amount made deadly by its strike speed. No one has ever seen its tail.

A member of the flint beetle family featuring an iridescent, shining shell that is also prized for its strength. These beetles are packed with nectar and pellets, which they drop when attacked. These can be collected, although the reason for doing so is unknown. Apparently, Pikmin are quite attracted to these beetles—the sight of one will send them running after it.

A member of the amphituber family known to be quite quick witted upon spotting enemies, despite its slow- moving, easygoing nature. Be aware that wollywogs will make aggressive attempts to smash Pikmin. It is believed that the wollywog's whitish coloration is a result of a lack of sunlight over its generations spent in caves.

A member of the scarpanid family. Although originally a ground dweller, its oversized antennae developed into wings, allowing it to fly around freely. the snitchbug doesn't eat Pikmin, but rather picks them up, carries them away, and firmly replants them in another location.

Items that contain concentrated essence of the Pikmin's home world. This essence is the keystone to all life on the planet. Harvested from pellet grass or flowers, Pikmin can take pellets back to Onions to produce more Pikmin. If the Onion and the pellet are the same color, it produces more Pikmin. The number on the top of a pellet tells how many Pikmin must carry it.

Pikmin (GC) Pikmin 2 (GC)

Stickers

Stickers are further collectible items in Brawl; the following are the Pikmin-themed ones:

Name and Game

Picture

Effect

Characters

Blue Pellet (Pikmin 2)

Pikmin Attack +6

Olimar

Blue Pikmin (Pikmin)

Pikmin Attack +16

Olimar

Bulborb (Pikmin 2)

Pikmin Attack +34

Olimar

Crimson Candypop Bud

(Pikmin 2)

Pikmin Attack +12

Olimar

Louie (Pikmin 2)

Explosive Attack +10

All

Olimar and Louie's Ship

(Pikmin 2)

Pikmin Attack +40

Olimar

Olimar's Daughter

(Pikmin 2)

Pikmin Attack +7

Olimar

Onion (Pikmin 2)

Launch Resistance +15

All

Purple Pikmin

(Pikmin 2)

Flinch Resistance +35

All

Reclining Red Pikmin

(Pikmin 2)

Fire Attack +6

All

Red Pellet Flower

(Pikmin 2)

Pikmin Attack +5

Olimar

Red Pikmin (Pikmin)

Pikmin Attack +11

Olimar

The President

(Pikmin 2)

Trophy Stand Drops +7

All

White Pikmin (Pikmin 2)

Pikmin Attack +10

Olimar

Yellow Pellet (Pikmin 2)

Pikmin Attack +22

Olimar

Yellow Pikmin (Pikmin)

Slash Resistance +10

All

Spoilers end here.

Glitch

There is a glitch that can be done with Pikmin & Olimar on Green Greens. Using only red, white, and blue Pikmin, throw them against the yellow star blocks on the left and right sides of the stage. The Pikmin will continue to spin in midair, and any player that makes contact with them will take large amounts of damage. The effects of this glitch can be mulitiplied depending on how many players using Olimar are present.

Warning: This glitch will most likely result in a crash if too many Pikmin are thrown. The Wii may refuse to read the disk after resetting.